Gulyás Veronika

From RPGnet
Revision as of 22:18, 20 March 2019 by Lysus (talk | contribs) (Attributes)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Back to The Gate Main Page

Gulyás Veronika, the Devilfish[edit]

L3 Thief (XP: ooooo ooooo ooooo ooooo)

Appearance: Widow's peak, Deep voice, Red-rimmed eyes, Indigo-skinned (medium blue)

Traits: Daring, Selfish, Zealous

Heritage: Human - when you Wrap Up, mark 1 additional XP

Alignment: Chaotic

Bonds:

Mark XP

  • Acquire something by stealth or trickery
  • Act according to your traits
  • Disrupt a prevailing order

Attributes[edit]

STR 9 DEX 8 CON 9 INT 13 WIS 7 CHA 10 LUC 9
9/9 8/8 9/9 13/13 7/7 10/10 9/9
(-1) (+1) (-1)
xoooo ooooo xxxxo xxooo ooooo xxxoo

Combat[edit]

  • Hit Die d6
  • Armor: 2
  • HP: 5/5

Weapons[edit]

  • Dagger: 1d4 damage, hand, precise, 1 pierce
  • Sling Attack: 1d4 damage, near, far
  • Sap Attack: 1 damage, hand, stun

Thief Moves[edit]

Cunning 4/4

  • Tricks of the Trade - You walk the byways between right and wrong, the gray area where unorthodox methods of acqusition and elusion are what get the job done.
    • Each time you take this move, choose 1 area of expertise: Stealth Locks Poison Disguise Acrobatics Traps Treasure Negotiation
    • Cunning represents how clever and prepared you are at any given moment. Your maximum cunning is equal to your current level, +INT (minimum of 1).
    • When you take the time to brood in silence and plot your next move, reset your cunning to its maximum.
    • When you make any move that falls within an area of your expertise, after you roll you may increase the result by 1 for each point of cunning you choose to spend.
  • Hide in Shadows - When you are out of sight and remain quiet and still, you may spend 1 cunning to go unnoticed until you act or until someone is right on top of you (whichever comes first).
  • Move Silently - When you sneak from one place to another, name a destination within sight and roll +DEX: on a 10+, you get there and take +1 forward against whomever failed to notice you; on a 7-9, choose 1 from the list below; on a 6-, mark Dexterity and the Judge makes a move.
    • They notice you before you get there, but you have the upper hand and take +1 forward
    • You have to stop when you’re only part way there, or else they’ll notice you
    • They notice you as soon as you reach your goal, and you take -1 forward
  • Pick Locks & Disarm Traps - When you attempt to neutralize or circumvent a mechanical device with the proper tools, roll +DEX: on a 10+, you do it, as well as could be expected; on a 7-9, you do it, but the Judge chooses 1 from the list below; on a 6-, mark Dexterity and the Judge makes a move.
    • Your tampering attracts unwanted attention
    • It’ll work, but there’s a hitch (ask the Judge what)
    • You expend resources of the Judge’s choice (tools, ability points, etc.)
  • Purloin - When you surreptitiously swipe something out from under someone’s nose, roll +DEX: on a 10+, it’s yours, and they won’t notice until they look for it; on a 7-9, it’s yours, but they notice it’s gone right away; on a 6-, mark Dexterity and the Judge makes a move.
  • Backstab - When you use a hand weapon to attack a surprised or defenseless target, deal your damage and roll +DEX: on a 10+, choose 2 from the list below; on a 7-9, choose 1; on a 6-, mark Dexterity and the Judge makes a move.
    • You deal your damage again
    • You slip immediately out of your target’s reach
    • You create an advantage—describe it, and the next person to exploit it takes +1 forward

Advanced Moves[edit]

  • Sense Danger - When you consider a situation, however briefly, you may spend 1 cunning to force the Judge to tell you if any threat is imminent, and from whence it will come.
  • Slip Free - When you take action to release yourself from bonds of any kind, roll +DEX: on a 10+, you’re free, so make the most of it; on a 7-9, you’re free, but choose 1 from the list below; on a 6-, mark Dexterity and the Judge makes a move.
    • You leave something or someone important behind
    • You incur some injury or disadvantage (ask the Judge what)
    • Whoever bound you in the first place knows that you’re free

Gear[edit]

Capacity: 5 | Weight Carried: 5

  • Worn
    • Chainmail [wt 2]
    • Dagger
    • Knife
    • Sap
    • Sling
    • Belt pouch (slingstones, 3/3 ammo) (ooo)
    • Waterskin
    • Winter cloak
  • Backpack
    • Rations (oooooo) [wt 1]
    • Lockpicks
    • Fine whetstone
    • Poor clothes
    • Quality clothes
    • Adventuring Gear (ooooo) [wt 2]
    • Tinderbox
    • Candles (ooooo)
    • Writing kit
    • Bandages (ooo)
    • Antitoxin

Silver in Hand: 65

Notes[edit]